Conqueror's Galleon

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Conqueror's Foothold

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare
Promo Set (000) None

Combos Browse all

Conqueror's Galleon

Artifact — Vehicle

When Conqueror's galleon attacks, exile it at end of combat, then return it to the battlefield transformed under your control.

Crew 4 (Tap any number of creatures you control with total power 4 or more. This Vehicle becomes an artifact creature until end of turn.)

Price & Acquistion Set Price Alerts

XLN

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Conqueror's Galleon Discussion

Madcookie on Traxos Colorless - EDH

1 month ago

Hi, there! Deck looks solid for budget colorless, but for some optimization I'd suggest to remove some of the lesser artifact creatures and equipment (I'd go for the Manakin, Sparring Construct, Bone Saw, Short Sword etc) and put in Loxodon Warhammer, Grappling Hook which can double as both removal and double strike buff, maybe go old-school and combine it with Kusari-Gama for one-player boardwipe. O-Naginata is nice but only if you have it already since the commander has trample so it's redundant. Hammer of Nazahn, Darksteel Plate or Shield of Kaldra are nice options to protect Traxos, but they are like 5$+. For creatures you can add Steel Hellkite which is a budget staple and moonlights as removal for stuff you normally can't kill (enchantments most notably) and Arcbound Crusher can get massive with the amount of artifacts in the deck. Semi-budget back-up target for all the equipments (if say a Darksteel Mutation befalls Traxos) is Etched Champion since it has protection from all colors. A bit of a more gimmicky suggestion is Conqueror's Galleon  Flip - it can draw(biggest problem in colorless), cycle and return stuff from the graveyard, however it takes certain effort to flip it.

Hope I helped, cheers!

chox on Jhoira/Artifact Brawl

1 month ago

You might consider removing Refuse since you don't have that many spells of your own. Don't love Unwind.

Add Pia NalaarTreasure Map  FlipMirage MirrorSkysovereign, Consul FlagshipConqueror's Galleon  Flip

You have enough fatties that Thran Temporal Gateway might be worth it.

Suns_Champion on Vehicle Lovers

1 month ago

My favorite is Conqueror's Galleon  Flip for the art :)

tylorlilley on Sram, Senior Edificier

1 month ago

Okay, cuts.

I would cut On Serra's Wings. As fun a card as it is, I'm not sure a four mana aura that doesn't recur itself somehow is going to be worth it in this deck.

Teshar, Ancestor’s Apostle Only hits fifteen cards in your deck. Still probably good enough. I'd say you NEED to add a Mother of Runes to this deck though.

As much as I love Conqueror's Galleon  Flip, it is isn't a great card. It's probably among the worst 9 in the deck if you are looking for 9 cuts.

I've never been a big fan of Sword of Vengeance. That and Forebear's Blade could be easy cust to get the other actual swords into the deck if desired.

Skysovereign, Consul Flagship is a sweet vehicle but it costs 5 and is probably not good enoug here.

Grappling Hook and Inquisitor's Flail are equipment that always seem sweet in theory but haven't quite put the work in for me, and I've often ended up cutting them.

I think Ghostfire Blade is the worst of your 1-mana equipment and could be cut.

I always try to put Masterwork of Ingenuity into my decks and it always ends up getting cut. Maybe you will have more luck, but its such an easy thing to cut when looking for things to cut because it doesn't do anything on its own. It's probably better here than in most decks though, with the 1 mana draw a card attached.

I'd cut Key to the City since it doesn't draw you cards. If you want more ways to make Sram unblockable there are more equipments/auras that can do that (and Mother of Runes would help).

No Argentum Armor? I know it is very expensive for this deck's curve, but I still think it may be worth it. It's a very powerful equipment and you are a tad light on removal anyway.

I could go either way on the creatures that just get boosted for being equipped like Kor Duelist, Auriok Edgewright, etc. If your plan is to do Voltron with Sram, they really don't help you toward that goal in any way and could be easily cut. But they are not a bad back-up plan if you don't want to go all in on Sram voltron. Hmm. Similarly, is Mirran Crusader doing anything special here, or is he just a fun dude to equip?

Am I missing why you would run Second Sunrise over Faith's Reward? The prior helping out all your opponents seems like a bit much.

Auriok Steelshaper doesn't do as much as he sounds like he might and I have cut him before. Sram isn't even a Soldier/Knight to boot. Same with Stone Haven Outfitter; remember that if you are doing Voltron and equipping Sram and he dies and you put him in the command zone, he didn't die so you won't draw a card.

So all that said, I would suggest the following:

IN: Argentum Armor, Mother of Runes, Sword of Fire and Ice, Sword of Light and Shadow, Faith's Reward

OUT: Second Sunrise, Forebear's Blade, Sword of Vengeance, Key to the City, Skysovereign, Consul Flagship, Masterwork of Ingenuity, Ghostfire Blade, Grappling Hook, Inquisitor's Flail, Conqueror's Galleon  Flip, On Serra's Wings, Auriok Steelshaper, Stone Haven Outfitter, Mirran Crusader

That should bring tyou from 109 -> 114 -> 100, if I did my math right. Oh, and you definately want Field of Ruin/Tectonic Edge/Ghost Quarter/Strip Mine with this kind of deck! Otherwise Maze of Iths just ruin your whole day. And Rogue's Passage.

Good luck!

ThallionDarkshine on Rafiq the budget

1 month ago

I feel like you went a little too all-in on exalted creatures. Essentially, they serve as much more fragile equipment, pumping your attacking creature +1/+1 but dying as collateral damage in board wipes. In my opinion, +1/+1 is way too low value to justify a card slot, so I would probably shift away from vanilla creatures with exalted, and shift to using some more powerful buff effects. By doing this, you could dedicate less card slots to buffs, and free up some more space for utility cards, draw, ramp, or removal.

You're already running Favor of the Overbeing, and while the other cards in its cycle are a bit more expensive, I feel their power level definitely justifies the cost. Shield of the Oversoul gives some evasion in flying, but the reason to run it is the indestructible it gives. Likewise, Steel of the Godhead gives lifelink which is nice, but the really important keyword is unblockable. You throw that on Rafiq, and all of a sudden you're swinging for 12 unblockable commander damage a turn. In addition, since the unblockable is for blue creatures, all the other creatures in the deck that you need to hit opponents also can get unblockable from it.

Because you focused so much on exalted cards, you seem to have neglected a few important categories. By my count, there are only 5 pieces of draw, and 7 pieces of ramp in the current deck. This is just a rough rule of thumb, but I usually like to try for at least 10 for each of those categories.

So, let's start with draw. If you decide to stick with the hordes of exalted creatures, Lifecrafter's Bestiary is a great way to filter your draws for no mana early on, and then start drawing cards off of every creature you play later on. On the other hand, if you decide to shift the deck more towards equipments/auras, Sram, Senior Edificer is a great way to draw cards off of those. Hunter's Insight and Hunter's Prowess both let you draw cards off of the damage your creatures deal. Hunter's Prowess in particular turns your commander into 7/7 trampling double-striking monster on its own. One cool creature that lets you draw cards is Augury Adept. Not only does it draw cards off of hitting opponents, it also gains you some life on the side. While it has no inherent evasion, I feel that the combination of those two abilities is worth a slot. One more thing that's kind of just a pet card of mine is Conqueror's Galleon. All of its abilities are kind of expensive for what they do, but the flexibility it offers is pretty awesome. You can use it as a land, loot, draw, or even recur stuff from your graveyard.

And I'm realizing that this comment has gotten really long, so I'll keep my ramp suggestions pretty short. Talisman of Progress and Talisman of Unity are both good, Kodama's Reach and Cultivate are great, and a card that I really like for this deck is Thada Adel, Acquisitor. She has built in evasion, and hits people to steal their Sol Rings for powerful ramp early on.

Anyways, sorry about how long this got, hope you find some of my ramblings useful.

yodazach on depala vehicle

2 months ago

Heart of KiranDecent coz u have a bit of planeswalkersPeacewalker ColossusReally decent coz it gets rid of crew basicallyFleetwheel Cruiser pretty decentGearshift AceIts okConqueror's Galleon  FlipFlips into a decent card drawFairgrounds WardenGood RemovalMaster TrinketeerCreates tokens to pilotDwarven BlastminerGets rid of those pesky non-basics Dwarven Miner Does the SameJor Kadeen, the PrevailerPumps all ur shitChief of the FoundryGood budget pumpMine LayerGood old land destruction goodness!Metalwork ColossusEasy to get out, reks faceGuardian IdolCan be a creature and taps for manaScourglassGood one sided board wipeThunder TotemCreature and ManaAura of SilenceStops the group from playing dem noice artifactsMishra's FactoryTurns into creature to crew ur freakin vehiclesMask of MemoryGood Card Draw!

KingMoney on

3 months ago

RedZebra Thank you for the suggestions, Im considering swapping Panharmonicon for Conqueror's Galleon  Flip because I dont have a lot of synergy with Panharmonicon.

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